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"Auction-style" magic shoppes
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<blockquote data-quote="Fanaelialae" data-source="post: 7137760" data-attributes="member: 53980"><p>I really like this idea of a reverse auction magic shop. </p><p></p><p></p><p></p><p>While this does simplify things, I think the range where the item is "fair price" (× 0.5 to 1) is too narrow. It looks to me like a lot of items would disappear while their multiplier is 2 or higher. Admittedly, this is just based on my gut as I haven't done the math.</p><p></p><p>I also think an average starting asking price of 7 times the list price is a bit high. IMO, somewhere between a multiplier of 3 to 5 would be more ideal (possibly in their price range if they REALLY want it but they would be better off waiting). I have a hard time imagining anyone paying seven times the list price (meaning that your starting price becomes more of a preview of the item).</p><p></p><p>Here's what I might do. I would use the bones of your original system, but change out the formula for the following:</p><p></p><p>Rating...Multiplier</p><p>20...10</p><p>19...9</p><p>18...8</p><p>17...7</p><p>16...6</p><p>15...5</p><p>14...4</p><p>13...3</p><p>12...2</p><p>11...1</p><p>10...0.95</p><p>9...0.90</p><p>8...0.85</p><p>7...0.80</p><p>6...0.75</p><p>5...0.70</p><p>4...0.65</p><p>3...0.60</p><p>2...0.55</p><p>1...0.50</p><p></p><p>Admittedly, a lookup table rather than a formula, but one that is fairly easy to remember and even easier to just plug into a spreadsheet.</p><p></p><p>You set the starting rating using advantage 2d20 (making the average starting multiplier around x4). </p><p></p><p>This maintains your desired range (0.5 to 10), but opens more potential for the price to drop into an affordable range.</p><p></p><p>On a tick I would roll 3d10, drop the lowest, to determine whether it had been purchased. The reason for this is that there is a chance for even a rating 20 item to be picked up by a wealthy collector, thereby making waiting always a risk. Conversely, it is a curve (averaging 8.52) meaning that players can reasonably expect the price to usually come into an affordable range before disappearing. Waiting for a deep discount, however, becomes extremely risky.</p><p></p><p>Then reduce the rating however desired (1d6 works). This is really a matter of taste, since it largely just determines the average rate at which items cycle. If you prefer that items stay on the shelves longer, use 1d4 or 1d4-1 or whatever.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7137760, member: 53980"] I really like this idea of a reverse auction magic shop. While this does simplify things, I think the range where the item is "fair price" (× 0.5 to 1) is too narrow. It looks to me like a lot of items would disappear while their multiplier is 2 or higher. Admittedly, this is just based on my gut as I haven't done the math. I also think an average starting asking price of 7 times the list price is a bit high. IMO, somewhere between a multiplier of 3 to 5 would be more ideal (possibly in their price range if they REALLY want it but they would be better off waiting). I have a hard time imagining anyone paying seven times the list price (meaning that your starting price becomes more of a preview of the item). Here's what I might do. I would use the bones of your original system, but change out the formula for the following: Rating...Multiplier 20...10 19...9 18...8 17...7 16...6 15...5 14...4 13...3 12...2 11...1 10...0.95 9...0.90 8...0.85 7...0.80 6...0.75 5...0.70 4...0.65 3...0.60 2...0.55 1...0.50 Admittedly, a lookup table rather than a formula, but one that is fairly easy to remember and even easier to just plug into a spreadsheet. You set the starting rating using advantage 2d20 (making the average starting multiplier around x4). This maintains your desired range (0.5 to 10), but opens more potential for the price to drop into an affordable range. On a tick I would roll 3d10, drop the lowest, to determine whether it had been purchased. The reason for this is that there is a chance for even a rating 20 item to be picked up by a wealthy collector, thereby making waiting always a risk. Conversely, it is a curve (averaging 8.52) meaning that players can reasonably expect the price to usually come into an affordable range before disappearing. Waiting for a deep discount, however, becomes extremely risky. Then reduce the rating however desired (1d6 works). This is really a matter of taste, since it largely just determines the average rate at which items cycle. If you prefer that items stay on the shelves longer, use 1d4 or 1d4-1 or whatever. [/QUOTE]
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